Stuart :
- Removes the cloud type re-use code - I think they aren't worth the graphical artefacts that they cause in light of Tim's improvements - Changes the transparency of the clouds. Previously, the clouds were transparent at 0m distance, opaque at 200m, then gradually more transparent to the fog limits. This meant they were generally quite transparent. Now, they are opaque from 200m to 15km, then become transparent at 20km. A side effect of this is that the current textures could probably benefit from being made slightly transparent to improve the blending of the sprites against each other.
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1 changed files with 1 additions and 4 deletions
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@ -191,9 +191,7 @@ FGEnvironmentMgr::bind ()
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fgTie("/sim/rendering/clouds3d-vis-range", thesky,
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fgTie("/sim/rendering/clouds3d-vis-range", thesky,
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&SGSky::get_3dCloudVisRange,
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&SGSky::get_3dCloudVisRange,
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&SGSky::set_3dCloudVisRange);
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&SGSky::set_3dCloudVisRange);
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fgTie("/sim/rendering/clouds3d-num-flavours", thesky,
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&SGSky::get_3dCloudNumFlavours,
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&SGSky::set_3dCloudNumFlavours);
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fgTie("/sim/rendering/precipitation-enable", &sgEnviro,
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fgTie("/sim/rendering/precipitation-enable", &sgEnviro,
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&SGEnviro::get_precipitation_enable_state,
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&SGEnviro::get_precipitation_enable_state,
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&SGEnviro::set_precipitation_enable_state);
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&SGEnviro::set_precipitation_enable_state);
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@ -244,7 +242,6 @@ FGEnvironmentMgr::unbind ()
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fgUntie("/sim/rendering/clouds3d-enable");
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fgUntie("/sim/rendering/clouds3d-enable");
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fgUntie("/sim/rendering/clouds3d-vis-range");
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fgUntie("/sim/rendering/clouds3d-vis-range");
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fgUntie("/sim/rendering/clouds3d-density");
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fgUntie("/sim/rendering/clouds3d-density");
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fgUntie("/sim/rendering/clouds3d-num-flavours");
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fgUntie("/sim/rendering/precipitation-enable");
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fgUntie("/sim/rendering/precipitation-enable");
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fgUntie("/environment/rebuild-layers");
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fgUntie("/environment/rebuild-layers");
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fgUntie("/sim/rendering/lightning-enable");
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fgUntie("/sim/rendering/lightning-enable");
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